Seven trades. You do your own trade's work well and everything else badly, so teamwork genuinely helps and a town needs all seven to supply itself.
You start with no profession, so every penalty applies to you. Pick the work you actually do.
Each profession is exempt from one penalty and carries the other six.
Takes ore far quicker than anyone else, stone at full speed, and now and then senses ore nearby. Their TNT makes the full blast.
Everyone else: Stone breaks slowly, ore far more so, and TNT they light makes half the blast.
Chops at full speed and fells several logs in one swing.
Everyone else: Chops slowly, and half your logs splinter into planks.
Takes a full harvest, keeps the farmland when harvesting with a hoe, and never tramples it.
Everyone else: A smaller harvest, and the farmland turns back to dirt.
Builds gear to full durability, and never meets Too Expensive at the anvil.
Everyone else: Gear you craft has less durability, permanently.
Enchants past the usual limit now and then, and can take an enchantment off an item onto a book at a grindstone. The item is destroyed.
Everyone else: The table stops at 2 enchantments at level 2.
Food stacks to 16, eats faster, keeps you full longer, and some batches heal.
Everyone else: Food you cook stacks to 8 and eats slower.
Brews in 16 seconds, potions stack to 2, drink quicker and last 30 seconds longer, makes them stronger, longer and thrown, now and then brews one past the usual limit, and brews tonics.
Everyone else: Brews take 40 seconds, potions drink slower and last 30 seconds less, and glowstone, redstone, gunpowder and dragon's breath will not brew.
Blacksmiths get the most out of an anvil, and Enchanters get the most out of an enchanting table.